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Lethal Enforcers II: Gun FightersBy: The J Man
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If you're going to do a sequel to a famous arcade gunslinger, setting it in the American Old West makes a fair amount of sense. This is the same formula as the original Lethal Enforcers, with a coat of Western paint that apparently makes the violence more palatable - this one skates by with an MA-13 rating, despite still containing digitized people getting shot with a lightgun. And I don't think this wasn't planned. I suspect Konami lost a few sacks of money on the home ports of the original, based on all the violence hoopla (my evidence is the cancelled SNES version of LE2, where censorship hit the original the most) and consciously intended to "tone it down" for the next game. The bloodless gunplay of 60's Westerns makes this possible without seeming to compromise or censor themselves. I'm personally not all that hip to chaps, spurs and six-shooters, so I'm not terribly excited about a cowboy lightgun game. It's also a fair warning for anyone seeing the Lethal Enforcers name and expecting new scenarios in a bustling new city (though the packaging makes the series' new direction quite clear). But despite my general "meh" feeling toward Westerns, I do agree that such a game should have been made. If the idea of playing as The Man With No Name appeals to you, well, this port still isn't the best choice.
If you're familiar with these kinds of games, then there's not much else I need to say. You'll be your own judge as to whether you want to play one with a Western theme. If you're not, be prepared to shoot impossible numbers of bad guys popping out from every corner imaginable. LE2 isn't realistic by any means, and even less so than LE1. For one, minibosses now appear who are nothing more than gigantor guys who take more bullets to drop. No reason is given, so I assume they ripped off some homemade PCP from the local Indian tribe. Wounding shots have also been implemented, which appear to be random and just mean that an enemy will flinch after being shot instead of blinking away dead. You'll have to shoot him again, with the only benefit being that his timing gets messed up in the process. Be prepared to double-tap all your enemies. I can't seriously complain about there being too many enemies, but I can and will bitch that bosses take about 200 bullets to kill. That's not exaggeration. These guys are just unexplained supermen with some kind of unique artillery behind them, and take quadruple the amount of damage needed for the bosses in the original. Each is very loosely tied to the Western theme. The first boss shoots infinite cannonballs from a line of three. The second throws infinite explosive barrels out of the back of a stagecoach. Before you ask, the 200 bullets is not because I suck. These guys literally take a full chamber of six bullets before their life bar drops a little quarter-tick, and you can't just lay into them because you also have to shoot down the explosives being hurled at you. Your finger will fucking ache after each battle. I see no reason for this. Bosses that are tougher than the regular guys, absolutely, but dudes that cause you physical pain and can only be beaten by going into a bezerker rage trance like Beavis after drinking too much soda? No thanks. They have no boss weakness, or different forms, or do anything different as the battle progresses, they just take a shithill of bullets as their "challenge."
Once again, the Genesis provides a low-res port of the arcade experience. Colors look drab because so much of the game relies on browns and tans, and the Genesis has too few colors from that section to draw upon. Sound is also painful if you start paying attention to it. The music is nice and spaghetti western-y, but only two digitized voices have been included for the bad guys: "You ain'ta gonna git mee, sheriff!" and "Get back or I'll blow 'im away!" Your foes cycle back and forth between these two clips endlessly, and pretty soon, you're not just shooting them because you're supposed to. Controls have been designed around the Konami Justifier as The Only Lightgun That Will Work. If you don't have it, you're stuck with the control pad and its many deficiencies. Reloading at least comes faster since it's mapped to its own button, which is handy for boss fights, but will make your hand hurt even more. The best reason to get Lethal Enforcers 2 is if you bought the original and noticed the extreme lack of software for those red and blue Justifiers. If you're a lightgun fan, this will provide some new challenges and some new scenarios. If you don't have the Justifiers, don't even bother. The game isn't strong enough to seek them out, and the control pad simply will not do, pardner. -reviewed 8/22/07 - game copyright 1994 Konami
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